/*
 * Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
 * Copyright (C) 2009-2011 MaNGOSZero <https://github.com/mangos/zero>
 * Copyright (C) 2011-2016 Nostalrius <https://nostalrius.org>
 * Copyright (C) 2016-2017 Elysium Project <https://github.com/elysium-project>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "NullCreatureAI.h"
#include "Creature.h"

NullCreatureAI::NullCreatureAI(Creature* c) : CreatureAI(c)
{
    c->AddUnitState(UNIT_STATE_NO_SEARCH_FOR_OTHERS);
    m_bMeleeAttack = false;
    m_bCombatMovement = false;
}

NullCreatureAI::~NullCreatureAI()
{
}

void NullCreatureAI::UpdateAI(uint32 const)
{
    // Needed to correctly enter evade mode and leave combat. Fix combat bugs.
    m_creature->SelectHostileTarget();
}
